Global button mapping should be relatively simple, as that is just swapping button calls.Once I'm done with most of the CATSFC changes, I will look at adding global button mappings and game-specific button mappings, akin to the global/game hotkeys, for A, B, L, R, Start and Select.
During my testing for the previous TempGBA, I noticed that the button mapping scheme for Legend of Zelda: A Link to the Past is completely bonkers, coming from the SNES version of the game. The button to grab/talk/act is R, not A, Select to open the item menu instead of Start, Start to open the save menu instead of Select, and that mixes me up, so I want to add complete button mapping.
Would one of those improvements be full button mapping so that Y=B and B=A?
it's that bad?Very basic initialisation is failing in NDSGBA 1.21, including the console initialisation so that I can use console debugging with printf.
So instead of using the NDSGBA 1.21 source to build upon, what I'll do is restore the "TempGBA re-port" repository and use the NDSGBA 1.21 source code as a guide to hook in missing features and the right sound buffer size and so on.
Yes. The code essentially can't work at all, and I gave it the files it was supposed to be able to use. Fonts and bitmaps are both failing to be initialised, and that's already working in the older version we made from scratch.it's that bad?
Does that mean the source code was useless?Yes. The code essentially can't work at all, and I gave it the files it was supposed to be able to use. Fonts and bitmaps are both failing to be initialised, and that's already working in the older version we made from scratch.
I've restored the old repository and will hook features in slowly now. Interested people can start to get themselves a TODO list entry at the start of the thread if they want to copy CATSFC changes; I'll get to them sooner or later anyway, but if I get the changes already ready to import into my repository, it will be that much faster for me.
Well it's not like they weren't bound by the license to release the source.Props to the DSTWO guys for releasing the code for the greater good of the community.
Don't know yet, haven't found its code.RTC? Is this RTC going to work based off of system time or is gonna be "only when the game is running" like thepatches for Pokemon?
Don't know yet, haven't found its code.
Alright guys, I want to get everyone's opinion on something.
Should I hook in rewinding, given that I also plan to have a quick save-state hotkey? Rewinding is essentially a special case of save state creation, and if the player can control when a saved state is made and loaded very quickly, rewinding may be less essential.
Edit: I'll also hook rapid fire along with all the other button remapping options later, because rapid fire is a special case of button remapping and I want to redo how it's presented in the user interface.